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Foundry VTT: Unoffocial implementation of the Genesys RPG

License: MIT License

JavaScript 2.83% SCSS 2.99% Handlebars 3.59% HTML 0.05% TypeScript 48.32% Vue 42.21% CSS 0.01%

fvtt-genesys's Introduction

FVTT Genesys

An implementation of EDGE Studio's Genesys roleplaying game.

Screenshots

Character Sheet

Player Character

Minion Sheet

Minion

Rival Sheet

Rival

Archetype Sheet

Archetype

Contributing

All pull requests and forks must adhere to the following:

  • Respect the FontAwesome licensing. If you don't have a seat on a FontAwesome license, do not use FontAwesome Pro icons in your contributions.
  • If adapting code from other sources, you must update the "Further Licenses" section below to indicate its licensing and include an appropriately-placed license file where applicable.
  • All contributions to this project, unless otherwise noted through licenses as mentioned above, fall under the project's MIT License.
  • AI-generated code contributions are not permitted under any circumstances.
  • Contributors who act in a bad faith, hateful, or otherwise harmful manner will be blocked from making future contributions. This includes notable behavior outside this system and its community.

License

Code for this system is licensed under the MIT License, see LICENSE.

Further Licenses

Some components of this project are used under alternative licensing terms. Each of these components will be accompanied by its own nearby LICENSE file, and is noted below:

⚠️ FontAwesome ⚠️

License: Proprietary

There are a couple of important nuances to use of FontAwesome in this project.

  1. The official FoundryVTT has a license to use and distribute FontAwesome Pro icons within their software. To my knowledge and based on information shared in the FoundryVTT Discord Server, this does not include systems developed for Foundry by third-party creators.
  2. This system makes use of the FontAwesome Pro icons packaged with Foundry VTT. This is allowable only because I have a FontAwesome Pro license. No other seats are provided for contributors at this time.

This means:

  1. Contributors should not make use of FontAwesome Pro icons in the code they contribute to the project (because FontAwesome licenses are based on individual seats) unless they have a seat on a FontAwesome Pro license.
  2. If you fork this project, you are responsible for either removing all uses of FontAwesome Pro icons, or purchasing an appropriate license.

Foundry Type Data

Foundry type data was initially pulled from the Pathfinder 2E System, and has been modified in multiple places to suit the needs of this project.

License: Apache 2.0

Fonts: Bebas Neue, Roboto Serif, Roboto Slab, Roboto Mono

License: Open Font License

Font: Roboto

License: Apache 2.0

Font: Roboto Condensed

License: Apache 2.0

Font: Genesys Glyphs & Dice

License: MIT

https://github.com/themensch/FFG-Genesys-Glyphs-and-Dice

Font: Genesys Glyphs & Dice (Magical Girl Theme)

Symbols provided by and used with permission from MilkMyth!

Vue 3

License: MIT

Vue-Masonry-Wall

License: MIT

Copyright Disclaimer

This project, and the creator of this project, are unaffiliated with EDGE Studios and Fantasy Flight Games. This is an unofficial, third-party system implementation built freely as a hobby project. Additionally, this project is unrelated to Genesys Foundry, EDGE Studios/Fantasy Flight's community content program for the Genesys RPG.

Genesys and its logo, and Genesys Foundry and its logo, are trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games. www.FantasyFlightGames.com.

fvtt-genesys's People

Contributors

assembling-kings avatar mezryss avatar zolonthenet avatar alejabar avatar

Stargazers

 avatar Alex Valiushko avatar Micah Mohr avatar  avatar  avatar Zhikan avatar  avatar  avatar А. Постников avatar Lilly Sieberer avatar  avatar  avatar  avatar Sergey Bogdanov avatar Dylan King avatar CommanderCeph avatar Daniel Bishop avatar  avatar Dev  avatar  avatar Logan Thirion avatar Talley Darkstar avatar  avatar Jesse Villagomez avatar Johan Fält avatar

Watchers

Alex Valiushko avatar  avatar Talley Darkstar avatar  avatar  avatar  avatar

fvtt-genesys's Issues

Talent upgrading is too restrictive

The title might sound too broad so I'll list the current problems with the character sheet and the talents tab.

  1. If the amount of XP available matches exactly the amount of XP to upgrade a talent then it won't let you do it.
  2. Once a ranked talent reaches effective tier 5 (or if it is originally tier 5) you can't upgrade its rank any more.
  3. Related to above, if somehow a tier 5 talent upgrade is purchased then it isn't counted as taking an additional slot.

Cannot delete manually added Special Abilities

Cannot delete manually added special abilities.

Special abilities can be used to designate additional abilities or status's that are not tied to predefined archetypes. Examples may be using them to identify cultural or other types of backgrounds or other permanent or temporary "statuses" that aren't actually talents.

Manually editing ranks in item qualities when attached to items

Some adversaries have attacks with qualities that have a large number of ranks, well in excess of ten. Under the current implementation, this requires dropping the quality 10+ times. By example, the Ancient Dragon (Nemesis) in Realms of Terrinoth has Fiery Breath has blast of 17, requiring blast to be dropped 17 times. The ability to assign the quality and then type the value would make such things a lot easier than dropping the quality or clicking "increase rank".

[Suggested feature] Add free talent

I'm looking for a way to add a free talent that is not calculated among the "real" talents. In my case this is used by I have an archetype that adds a rank 2 talent for free.

As priority this is not too high. I have worked around this by giving the player extra experience points to take it regardless and then he needs to remember that the rank 2 should not be calculated among the others.

Capitalization should match on all text

This is rather low priority but, I think, worth mentioning. Some fonts use only upper case characters, while other fonts allow for mixed case. An example of this is items names. If incorrect letter case is used, then it can only be noticed outside of the areas that only allow uppercase. Case errors should be immediately obvious when typing. The following image provides an example. In this example, the error would be obvious once the title is stored but not while actively typing.
image

Use a custom ChatMessage type for rendering rolls

Currently, all rolls are statically-rendered HTML. They should be changed into a custom ChatMessage class to allow for some options, such as adjusting dice symbol themes, to apply to them without affecting other users.

Currently, the Magical Girls symbol set doesn't apply to chat messages (because they would appear with these symbols for everybody, not just the players who've opted into using them)

Adversaries lack motivations fields

Rivals should have strength and flaw, and nemeses should have all four similarly to PCs. But would probably make sense to just have all four as options for all adversary types.

Talents appearing twice on Character sheet

Foundry Version 10
Build 291
Genesys 0.1.4
Active Modules 1 (Forge)

When adding a Talent from the Item library to the character sheet it adds the talent twice.
This is only happening to talents marked with (Active)

In the journal there is only one addition and XP cost for the talent. And in the Talent Tier counts it's only counting one instance of the talent (see screenshot)

image
image

Categorize Item types with optgroups

It'd be great to go with an approach similar to what the Pathfinder 2E devs do with items: sort them into optgroups in the type selection drop-down.

image

Support /roll commands with custom rendering for Genesys rolls.

Screenshot: The same roll first with the dice roller, then with a /roll command. It'd be nice for the styling of the /roll output to match the dice roller.

This is a "nice to have", not a priority. From cursory investigation it will involve a custom Roll class, a custom ChatMessage, or both.

image

In ForgeVtt Genesys fonts dont load

In forgeVtt V10, the console shows the following error:

foundry.js:63200 Font family "Genesys Symbols" failed to load: DOMException: A network error occurred

Display more information than just the description on equipment's Description tab.

Not critical for 1.0, because the primary way players are intended to browse for items themselves is through the Compendium Browser, which should show this information when relevant.

However, I feel like this will be a much-desired element, and it shouldn't be too difficult.
Item Qualities in particular need to be shown, and hovering over them should give a tooltip for what the quality does.

Nothing in the world

Sorry to ask but I think I'm missing something. No expert on Fundry, but I am fairly used to the program.

Instaled via foundry (a couple of times just to be sure), created a new world to try out but nothing's there but a skill compendium. I most likley doing something wrong or missing something vital to do!?

Workflow (realy short):
Creating a new actor and looking for careers, talents and other things to drag and drop gives me nothing. There is absolutley nothing to drag in. The only thing I can find is the skills compendium and that contains only the names of the skills (opening one gives me no text).

I have tried looking in the star wars ffg channel on discord but found nothing. For the record, I'm no fan of discords search function and the channel is quite crowded with multiple questions of various kind. I mainly use Discord for ingame voice and chat.

Sorry if I missed something here but I'we looked around and found nothing to help me.

Using 0.1.6

Cannot delete quality after editing on item

I placed an item with a quality on a character sheet. I then edited the text of original quality in the items tab. When I attempted to delete the original unedited quality from the item on the character sheet, i get the following error:
image

This seems to only affect items on character sheets. If I make these edits to the weapon in the items tab, there is no error.

XP Journal enhancements

The automated XP journal is nice and neat, but in my opinion would benefit from having its own tab. It is already at the bottom of the journal tab so that you have to scroll all the way down to interact with it and, in addition, it has a potential to get quite long. In addition, addressing the potential problem of it becoming long, it might as well benefit from having separate tabs inside itself, like a Creation tab which lists XP spent on character creation, and then being split into Skills/Talents tab afterwards.

Ranked Talent effects don't stack per rank

Ranked Talent effects don't stack per rank, for Example:
If I create the talent "Toughened" and add a passive effect that adds 2 to the wound threshold of a character, it will do so just fine for the first rank but won't do so for additional ranks.

image

This should be 14:
image

Initiative Rolls - option to 'lock' slot choices?

Could we have a toggle that disables wiping each person from their initiative slots with a new round? Or alternately just remembers each slot choice from round to round unless it's manually removed?

Active Effects always on regardless of Equipped status

Active Effects that are assigned to items stay active regardless of the equipped status of the effects item. This means that any item that is equipped, carried, or dropped still grants the effect. While these effects could be manually turned on or off, it is up to the character or GM to remember to do so.

Perhaps this could corrected by adding "minimum equipped" status as a drop down in the "data" tab. This would allow an effect to be applied when the equipped status is met

Example
If a cloak only grants melee defense, this must be set as an effect because defense is (currently) both melee and ranged. A combat situation results in the cloak falling off the wearer. By changing the cloak to "dropped", the effect would not apply until is move to an equipped status.

Example 2:
The cloak has been stuffed away in a backpack and is now in a "carried" status, so the possessor gets not benefit from the effect.

Automatic dice pool modification from talents?

If this is implemented I'm struggling to figure out how to make it work. It would be very convenient for talents to be able to make initial adjustments to dice pools, such as removing setbacks, adding boost dice, or upgrading ability when using certain skills. If this is unfeasible, at least allowing them to display icons next to skills as a reminder that you have talents which can potentially modify them in this way (in a fashion similar to SWRPG/the Oggdude character creator) would be nice too.

Inventory 2.0

Tasks:

  • Visual Overhaul
  • Drag & Drop Sorting
  • Damage States
  • Implement Send-to-Chat
  • Expand/Collapse Container contents
  • Quantity Tracking (needs re-added post visual overhaul)

Separate Armor Melee and Ranged Defense

Armor defense is not always both ranged and melee, though it is the default (Pg 31, core book). Separating this into two different attributes in the Armor data tab will allow for greater customization.

[Combat System] Use items with temporary, non-transferred ActiveEffects

Add a means to "use" items owned by the actor that have ActiveEffects that are both temporary and don't automatically transfer to actor in order to apply their temporary effects to the actor.

This feature will need to wait until combat work, both to handle marking the start round and to handle support for targeting another actor (for example, if using a thrown acid potion or something).

This applies to actual pieces of equipment, as well as special abilities and talents (for example, things that debuff).

Source does not support linking

It would be really fantastic if we could use the new PDF linking syntax in item sheets to create links to PDF.
for example
@pdf[Android: Shadow of the Beanstalk|page=101]{Android: Shadow of the Beanstalk pg. 101}
image

Currently there is no read only format- the soruce is only avalible inside the 'data' window.
image

Problem with renamed Talent

So I had the talent Big Guns added to a character. The talent was spelled incorrectly so I just corrected it on the talent on the sheet.

After correcting it I instead decided that it would be better to correct the original item, so I removed it from the journal, corrected the talent item and then tried to add it again. That was when I noticed that the original talent hadn't been removed with the journal as (from what I guess) the name doesn't match any longer.

TODO: Character Sheet Cleanup Pass / Rewrite

The character sheet as it is right now is almost directly ported from the Handlebars/JQuery setup.

It's in dire need of a pass to clean things up; move game logic out of Vue components (the data model is probably the best place to move them), and ensure Vue components focus only on view logic.

Allow clicking tooltip contents

When it comes to qualities, it is nice to have them displayed on a chat card when making attacks and hover over them to see the description, but if you include a link to a Journal Entry or a macro there (as shown on the screenshot), it will only be accessible if you go into the quality itself and click the link from there, which is a bit of a hurdle. Making qualities in the chat card and item descriptions clickable to open them or making it so that description remains rendered if you point your mouse over it would help a lot with the flow.

image

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